Ajustement shader ouverture
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@@ -36,7 +36,7 @@ void main() {
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highp float waveSize = 10.0;
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highp float waveSize = 10.0;
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highp vec2 coords = (uCanvasSize.xy * vTextureCoord.xy) / waveSize;
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highp vec2 coords = (uCanvasSize.xy * vTextureCoord.xy) / waveSize;
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highp float lum = abs(sin(coords.y-uTime)) + 0.631372549;
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highp float lum = abs(sin(coords.y-uTime)) + 0.631372549;
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lowp float opacity = 0.5;
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lowp float opacity = 0.25;
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gl_FragColor = vec4(
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gl_FragColor = vec4(
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0.0,
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0.0,
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@@ -44,8 +44,6 @@ void main() {
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0.0,
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0.0,
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1.0
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1.0
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);
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);
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gl_FragColor = hue_rotate(gl_FragColor, 13.12);
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gl_FragColor = vec4(
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gl_FragColor = vec4(
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gl_FragColor.rgb * opacity,
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gl_FragColor.rgb * opacity,
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@@ -56,7 +54,9 @@ void main() {
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highp vec4 videoPix = clamp(( grayscale(texture2D(uVideo, videoCoords), 1.0) * 2.0 ), vec4(0), vec4(1));
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highp vec4 videoPix = clamp(( grayscale(texture2D(uVideo, videoCoords), 1.0) * 2.0 ), vec4(0), vec4(1));
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videoPix *= 0.777;
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videoPix *= 0.777;
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gl_FragColor = abs( videoPix - gl_FragColor );
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gl_FragColor = abs( (videoPix*1.2) - gl_FragColor );
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gl_FragColor.xyz *= 0.9;
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gl_FragColor.a = 1.0;
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gl_FragColor.a = 1.0;
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}
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}
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